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Old Jan 2nd, 2016, 12:26 AM
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The Forsaken Plane: The Plane of The Elder Evils

Recruitment for revival!Recruiting for 5-6 players to join a revival campaign. I will update the end date for this based on the level of interest.

Click here for the start of the new recruitment posts.


For those that are interested in joining this game, please read the campaign tone and information that is contained in the original advertisement for an understanding of what this game is about as it is not your typical D&D / Pathfinder foray and good triumphs over evil. This Pathfinder campaign is a labor love as a tribute to my absolute favorite setting of all time, Ravenloft, and to the horror genre in general.

This game is very much role-play over roll play, although the dice themselves will play a factor in more than just combat and ability checks. The narrative of the character you create will be most important factor for both selection and gameplay itself. I am more than willing to make mechanical accommodations (within reason) to fit an excellent concept or narrative.

Needless to say, the fine caliber of players that I have had the privilege to grace my game is the reason that this story has sustained itself in the nearly four years of the game's run time. The party (past and current members) have survived several horror scenarios , ranging from a invasion of goblins part of the enigmatic army of demi-humans, known as the Black Wolves, to a night in a deadly haunted manor, to a fighting for their lives in a woods inhabited by an ancient evil to name a few. In each instance, one or more of the characters were presented with dilemmas that tested not only their strength of arm, but the strength of their character.

Hopefully, I have encapsulated enough information to help those that are interested in the game.


Game NameThe Forsaken Plane: The Plane of The Elder Evils
Game SystemPathfinder

Dungeon MasterXian

ThemeHorror Fantasy Role-Playing - Preventing the End of Times

FlavourDark, gritty, Survival Horror with Gothic themes and overtones.

Plot SummaryThe War of the Elder Evils has ended.

Through great cost, we have forced the final Elder Evil into a slumber. For how long that they shall remain dormant, we do not know, but we do know that they will awaken before long lest something is done. While our realities survived our conflict with the Elder Evils this time, we are certain that it would not, it could not, survive another.

So it has come to this. Myself and the four others will be the pillars on which the new prison for the Elder Evils and bind them to these cleft portions of the planes. It is from our sacrifice and those poor souls that will be trapped here with us that the rest of Creation shall be spared from the ravages of the Elder Evils for once entombed there is no escape. For anyone.

I can only hope that those countless souls that will now be entombed with The Great Evils on this forsaken plane will one day forgive us.


------- The final entry of the Divine Journal of Yowenth The Architect


*************************************

"Evil is... a moral entity and not a created one, an eternal and not a perishable entity: it existed before the world; it constituted the monstrous, the execrable being who was also to fashion such a hideous world. It will hence exist after the creatures that people the world."

--------Marquis De Sade, L'Histoire de Juliette, oules Prosperites du Vice.

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Untold millennia ago, The War of the Elder Evils ended. An unlikely alliance of heroes, gods, and reluctant devils of the former age succeeded in defeating and forcing the final Elder Evil of the multiverse back into a slumber. However, the victory was costly and the survivors and their heroes knew that while the realities survived this time, they did not have power to oppose the Elder Evils again. Since no power in Creation could permanently rid the multiverse of the scourge of an Elder Evils, the gods and their allies crafted a prison to bind the Elder Evils while in their slumbering state. They bound the slumbering essences of the Elder Evils to cleft portion of the planes to create microcosm of reality, a place that would become known as the Forsaken Plane. The architects of the Forsaken Plane permitted the means to enter, but once within it would be impossible to get out, even for the architects themselves. Placed at the edge of time and reality and severed from the sources of their divine power, gods trapped on the Forsaken Plane would eventually fade and become mortal. Those races and beings on the cleft portions of the planes when prison of the Elder Evils was formed remained trapped there. However, with the exception of the architects of the prison, those that now inhabited The Forsaken Plane remained unaware that they had been separated from the "main" reality and continued to dwell and develop oblivious to the true nature of the Forsaken Plane.

As countless ages have past, the Forsaken Plane developed into a dark place and unlike any other. Even the gods could not divine how or why it happened. Perhaps it was the interaction of the evil intelligence of the Elder Evils imprisoned there. Or perhaps the baleful energies of the Elder Evils that infused the Forsaken Plane. Regardless of how or why, the Forsaken Plane began behaving like a sentient being itself as the constructed pocket realm endlessly prowls the edges of the known realities and the trackless expanses of the Ethereal Plane. The implacable powers of the Forsaken Plane drew and gained power from the hidden fears and darkness of the innumerable worlds that it touched and shaped itself to reflect its sinister sensibilities. It granted those with “evil” and dark natures with great power with which to thwart the good and the good were tempted with that same power to lead them to temptation and corruption. It would birth and bring forth horrors that plagued the inhabitant and gave power to those creatures of the dark.

Yet, it would also torment those that embraced their dark gifts… granting and denying simultaneously their heart’s deepest desires. Those that weather the horrors it brought forth would emerge tempered as great heroes. The Forsaken Plane also sought out beings outside of it and draw those selected by its inscrutable judgment, villains, heroes, and innocents alike, into its inescapable embrace.

So it is this place, The Forsaken Plane, that the bold adventurers will make their journey, chosen or abducted on seemingly the whims of some inscrutable power or intelligence. A journey, perilous with not just the hazards of the flesh, but of the spirit... for The Plane will test both and merciless to those found wanting. Yet for what purpose one can only speculate. The intentions of the Forsaken Plane have been and always will be as inscrutable as its nature.

Campaign Highlights
Type of Campaign: In terms of the type of campaign it is survival horror campaign with an eventual conclusion perhaps preventing the awakening of one or more of the Elder Evils. My focus will be more on atmosphere and character interaction... so it is really up to the players where they take this. Just as a note, in keeping with the survival horror theme, even as the characters progress there will probably be no time where they feel safe, even with higher level magic users. The very core of horror / fear genre is that the threat to a character's life and soul is always present and real. One of the things I enjoyed about Ravenloft was that it was almost a paradox that as you grew more susceptible and vulnerable became...

Update: The Forsaken Planes is a low magic setting, not unlike those found on the material plane. Spellcasters are rare, and common folk seldom witness the supernatural, understanding it only through folklore, though that folklore is very prevalent. Even "common" Core races, are a rarity on the Forsaken and often the subject of wrongful association with the dark powers. Those more "exotic will find their lives and the lives of their team mates very difficult. Subtle and unknown to all but the select and rare few, the natural laws of the Forsaken Plane have been insidiously re-written. It is crucible for the virtuous to be tested and for the wicked to be tormented.

At the very core of the this theme I should have clarified is a Gothic core. The horrors of the Gothic tradition resonate and are horrifying and terrifying because they are inherently us. Innocence battles corruption, where love destroys and redeems, and where magic cannot overcome morality. Just because you are playing in a "horror themed" campaign it is not necessary for the character to BE the horror theme. Thus those that are selected by The Powers to play in this world are being selected to their heroes, not to be one of its inmates. These heroes for the most part study the occult or mysteries beyond the mundane to pursue and combat the evil, not for pursuit of personal power or ambition.

Having said that because the players were selected to be heroes, does not guarantee that they will become heroes and nor should the path be easy. This references that characters that are so good/virtuous that they are flawless. As a Gothic crucible, The Powers selects those with faults and flaws that they can test and challenge. If the character was so virtuous and flawless that their morality could not be challenged, then they would not have been taken. There wold be no point. This goes to the question I posed to the players applying of why they as players believe that The Powers chose to bring their characters to the Forsaken Realm. What faults or flaws do you think that they are going to use you to test your virtue or villainy? To challenge your morality so that it is not answer that it simply black and white, for few, if any, dilemmas and things in the Forsaken Realms ever will be.


Campaign Framework and Goals: I have a general framework mapped to Level 20, but within those broad confines is a sandbox. I am very player centric and very comfortable adjusting and adapting story and pace to fit player decisions and actions, as well adjudicating rules to fit the reality of the gameplay (read I know the rules, but I am by nature NOT a rules Nazi). My intent is to have 50/50 role play and roll play, with my inclination more towards role play, especially given the environment where in general, the creatures have the advantage.

I enjoy narrative and interaction with other characters. Even combat posts, I like to see fleshed out with something more than just stating action and then displaying the dice rolls. Expect some exploration, but it will not be any hard core dungeon crawling and I am not a huge fan of puzzles, so do not expect too many, if any of those.

Desired Party Size: My desired party size for this game is 5. Depending on the strength of applications and interaction, may consider 6, but no more than this.

Posting Rate Desired: Expectation for posting is twice a week as an average, with the understanding that certain weeks and situations (such as initial combat) could allow for more rapid posting and vice versa during things such as holidays. Additionally, I will always reserve the right to DMNPC if required, but usually a little communication is all it takes to take care of things.

Mechanics: The primary system and rule mechanics used will be Pathfinder and generally all Paizo Pathfinder material is pre-approved, sans races, for use in this game. However, I was/still am a huge fan of Ravenloft and horror genre of RPG and much of those influences should be evident in the material as they are presented. In fact, many of the modules will be modified Ravenloft mods and will be allowing the incorporation of FEATS and Prestige Classes, as well as class mechanics from 3.5e Ravenloft and Heroes of Horror. I will also be using a modified system of hero points that reflects a Ravenloft/Dark side of the Force mechanic. As per my note above, my belief in the rules is that it is there as a framework to facilitate storytelling and not to be a impediment to it, so please understand that in rule play versus role play, role play will generally win with me. Communication is the key here as it is above.

Campaign World: I am simply going to use Golarian as the base world for the Forsaken Plane in terms of the location name, culture, and major cultural aspects. What will be different in each will be the tone. For those that recall the Crimson Masque offshoot of Ravenloft, essentially it qould be like Golarian is now under the influence of Crimson Masque and the has Ravenloft like properties. Having said, that players will also be afforded the opportunity to flesh out the areas that they are from as part of the sand box aspect of the game. The in game reason for this is a bit more insidious, but will not or should not be relevant to the players themselves.

Character Submission Guidelines: See Below Post because it is experimental and a bit unorthodox.



Questions and Answers: (Please review regularly for updates and redundant questions) Thanks!

 
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Last edited by Xian; Jan 16th, 2023 at 03:11 PM.
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Old Jan 2nd, 2016, 12:28 AM
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Character Creation and Application Process

Permitted ResourcesPaizo Pathfinder materials are baseline. Essentially, anything Pazio on the Pathfinder SRD is pre-approved with the exception of races. Still, I reserve the right to restrict anything that I feel is not consistent with the game world. (very, very rare and unlikely that it will ever be invoked... )

Will consider requests for use of other / third party material or adaptation of existing 3.5e material, especially if it is related to Ravenloft, but inclusion will be based on Role Play potential vice Roll Play potential.


Writing StandardsWriting standards. Instead of restating what has been said so well by others I refer you to this link reference the famous Art of the Two Paragraph Post article. This is the standard that we all should collectively strive for with every post.


Character Creation - ApplicationI do not want to make this too intense of a writing exercise where you flesh out an in depth history in the application. My preference would be for you to do this IC in the game or during the rest of the application process. (see below) You do not need to make a character sheet and in fact should not until accepted (I would hate for you to do all of that work), but some people visualize better so here are the basics:

UPDATE: The starting level of the game will be 3rd level. Multi-classing will be permitted.

20 point character buy.

Races: All Paizo Core and Uncommon and Featured Races (15 RP or less). All others by DM approval only.

Classes: Any Paizo class - Any Archetypes that you are considering - Not bounded to this if you change your mind as long as it does not radically change your overall character concept.

Alignment: Any - while a guide this should be tied to your character concept and personality how it should be role played. Basically, this should give me an initial idea of your character's tendencies.

Appearance and Personality: Should be a simple extension of the above, but provide a very BRIEF description of the appearance (can use an image) and personality, noting any odd mannerisms. (2-3 sentences max) I want to see most of this fleshed out in the posting sample portion of the application process.

Place of Origin: Where does the character come from? Essentially, this breaks down into those born on the Forsaken Plane and those that get brought here from other places in the multiverse. If born in the Forsaken Plane, simply state Forsaken Plane - equivalent Golarian location. If from external to the Forsaken Plane then state indicate where in Golarian they were taken from. I am familiar with other settings, so if you want to go wild and be from Faerun or Eberron let me know. (This does not automatically mean that those racial type available in those settings are available.) The selection means that certain things and skills operate differently for you, especially divine casters and summoner.

Character Concept: Use the ten minute background - but really make it 10 minutes and not 10 hours. For each thing, no more than a short sentence or bullet, just enough so that I understand what it is.

The only additional item for the 10 minute background is that I would like to know why you think that your character was chosen/abducted by the Forsaken Plane what aspect of your character attracted the attention of the Dark Powers to your character and for those from the outside, abducted to the plane?



Current Applicants:

 


Onward!

Cheers, Xian
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I have taken the Oath of Sangus.

Last edited by Xian; Jan 16th, 2023 at 03:10 PM.
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Old Jan 2nd, 2016, 01:45 AM
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Name: Dennis Krispin
Race: Human
Class: Barbarian 1 (Urban Barbarian)/Alchemist 2
Alignment: Chaotic Neutral.

Appearance and Personality: A well dressed man, his face is pockmarked with scars won on the street and scars won through experimentation. He is older than most, and his age reflects his experience with the world. He has seen much, yet lusts for more always-his power and ambition is always growing. His third arm he keeps hidden very carefully, in a sling-like strap on the inside of his jacket (left side). Anyone who comes too close or questions the slight bulge he has there is met with a withering stare and a tight lip. To those who meet him, he appears careful and reserved, but back him into a corner and he will viciously defend himself. Stiff-upper-lip sort of chap, he will not tolerate fools lightly and expects those around him to get on with the job quickly and efficiently.

Place of Origin: Daggermark. Dennis grew up on the streets of Daggermark until he had enough of the infighting and wars that almost cost him his hand. Joining the Poisoner's guild, he learnt his alchemical craft there before making his own way once his studies into body transmorphing became too hard to hide.

What aspect of your character attracted the attention of the Dark Powers? That would be the body mutation. Dennis' experimentation and his knowledge that it would be forbidden in his home city has attracted the eye of the Dark powers of the Forsaken Plane.


 

Initial Sample Post


The night was young, and Dennis was in his element once again. He had just synthesized a crucial chemical as part of his latest discovery-a combination of lead, gold and chicken's blood. The fresh kill was still laid out on the bench next to the vial but that hardly mattered to Dennis. He was so close! Dexter, his old adversary would have nothing on him soon.

"Hah! Now, w-where was that b-blasted oak sap?"

Mumbling to himself as a sort of nervous energy relief, he flapped around his workshop, tossing vials to and fro.

"n-n-not here, perhaps... oh no, no, that isn't it e-either. ...Yes that is the dragon's blood." *CRASH*, as it was flicked behind him absentmindedly. "One, two, th-three flasks of liquid aluminum, no, no, no... Underneath the apple vinegar? Hmmm... Ah!"

His shaking hands moved quickly towards a small vial of black, viscous liquid sitting in a row of similarly syrupy jars. Crowing to himself, he took it over to his workbench and upended the bottle into the mixture. A small *Poof* shot off into the roof and smoke curled lazily upwards. Grinning to himself, he held it aloft, carefully inspecting the mixture against the single candle that lit the room.

Seemingly satisfied with it, and hardly taking time from his ramblings to breath, Dennis tipped the bottle straight back down his throat. And waited.

At first, nothing happened, Dennis was stock still. His breathing slowed, his mind raced. Did I get the mixture right this time? Did I forget an ingredient? No, no-precious metals, two aplenty, precious life, four and twenty. That was how it wennnt...

He could feel it working, the mixture had taken hold of something deep within him. He felt his skin begin to crawl as it worked its wonders on him once again. His third arm twitched uncontrollably under his jacket, flopping out from its sling and wiggling around.

"Ha-ha! This is brilliant, I knew it would work this time!"

In an instant, his skin turned from pale, pasty white to a hard, grey colour. Raising a shaking hand to his eyes, he flexed and felt the metallic feeling in between his fingers. Ripping off his shirt, he saw the concoction still hard at work as it made its way down his body, slowly turning his chest hard, then his legs, and finally his feet. He jumped for joy, dancing about the workshop in exuberance. But this was shortlived.

Only a few minutes had passed, when he felt the effect of the concoction already fading.

"No, no, no!! Th-this cannot b-be, I have worked too hard to not have the permanency I d-deserve!"

But it was to no use, the chemicals were already wearing off, and Dennis was soon back to his pasty white self. Cursing in frustration, he turned towards his notebooks, scribbling furiously.

The concentration was correct, the concoction a success. But I cannot seem to create the everlasting effect I am after. I have been given a new concoction by someone I have come to trust. Mr Hopkins has proven himself knowledgeable and skilled in the alchemical arts and has even shown me some experimentation of his own. He swears by this mixture of his, tells me he drinks it every time he sits down to create. For my studies, I must try this, even if I cannot understand everything that goes into it

Moving away from the table where he kept his notes, he looked for the vial in question. He found it amongst other hastily scribbled notes, some with strange chemical formulae on them, others with bits of names. In the middle of one of the larger scraps was a name, surrounded by question marks, notes scribbled out and written again, then scribbled out again. It was clear Dennis had tried to analyse the mixture, but something eluded him. He sighed, and took the vial in his hand. Bracing himself, he opened it and downed it in one gulp. Feeling the effects almost immediately, he found his chair again and slumped into it.

He felt heady, woozy. The concoction had a far more powerful effect on him than he had thought it would. Struggling to think straight, he began to realise something was not right. He tried to stand, but couldn't-his strength was gone from his legs. Raising a shaky hand in front of his face, he tried to focus on it. But it was only seconds before he slumped into his chair, unconscious.

~~~~~~~

He awoke, still in his workshop. Something was misplaced, yet he couldn't put his finger on it. What he did realise was that his mind was on fire. Flashes of alchemical formulae raced across his vision, yet he couldn't pinpoint any one. The vial must have worked! He stood, then sat down again. Looking around, he realised he was not in his workshop any longer. Yet the place looked vaguely familiar, as if he had been here before but could not quite put his finger on exactly when, or where he is. He struggled up, trying to clear his head to think straight. Beginning to wander, he wanted to find somewhere that made sense to him, somewhere that would stop the ringing in his head and somewhere he could begin to write down all the chemical symbols and formulae that were flashing madly across his vision.



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Last edited by pianoman90; Jan 13th, 2016 at 02:22 AM.
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Old Jan 2nd, 2016, 03:49 AM
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Name: Valtyra (Val) Shunso
Race: Aasimar
Classe: Cleric of Torag, God of the forge, protection and strategy
Alignment: LG
Appearance and Personality:
Val is 6' tall with an average build and weight of 150#. Her hair is light blonde to white and shoulder length. Val's golden eyes easily expose her nature as an Aasimar.
She is kind, loyal and sociable; an extrovert who always states her opinion even when it was not asked for.

Place of Origin: Southern Golarian, Isle of Kortos, City of Absalom, Westgate District

Why was Valtyra chosen by the Forsaken Plane:

PC Version: Once Valtyra figures out where she is, her belief is that some good force, perhaps even Torag himself, has brought her to the Forsaken Plane. Her quest is, as is her life, to war against evil and destructive forces.

Player Version: Perhaps as evil as the Forsaken Plane is, somewhere within the cosmos is a spark of good calling out to save it. Val is the epitome of good, thus why she was chosen.

10-Minute Background
Concept Elements:
  • Valtyra was born and lived her entire life within Absalom.
  • Her life is dedicated to eradicate evil and protecting others.
  • She is selfless and willing to give her own life for her beliefs.
  • Valtyra discovered that she was an Aasimar in her late teens while on a vision quest.
  • It was right after this that she dedicated her life to Torag and began training as a Cleric.
  • She is extroverted and opinionated which sometimes gets her into trouble.
  • When not in service to the Temple she loves to read and meditate to gain knowledge.

Goals:
PC: Valtyra's goal is to become a high priestess and establish a temple to Torag in Absalom.

Player: I would like to get Val to a minimum of Level 7 and the Prestige Class of Holy Vindicator.

Secrets:
Known: Her parents bore her out of wedlock but hid it well. If known this would disqualify her to become a Temple Priestess.

Unknown: Besides being unmarried, her mother is a fallen Aasimar and leads a dual life. She appears to be a worthy citizen but is cruel and evil but keeps her corruption well hidden.

People:
Esvele Shunso (Mother): A fallen Aasimar. Although she earnestly loves her daughter, she detests her goodness and would like to change her.

Tai Pisacar (Childhood Friend): From a very early age, Tai lived next door to Val. They played together and went to school together; they were best of friends. When Tai became an adult she moved away and Val has not seen her since.

Barakas Hornraven (Tiefling, Nemesis): Valtyra's first encounter with Barakas was stopping him from robbing and beating a local drunk. Every week it seemed she would have a run-in with the aggressive bully. He ran away from home at the age of 20 and is likely causing trouble wherever he is.

Memories, Mannerisms and Quirks:
Memory: Val's fondest memory is her Vision Quest at age 17. It is when she both discovered her Aasimar bloodline and her calling as a Cleric.

Mannerism: The Cleric is kind and generous, perhaps too much. This has caused many to take advantage of her easily.

Quirk: Compulsively interrupts people to voice her opinion on most any subject.

Quirk: Val easily gets lost in a book and will read for hours on end, often ignoring other tasks.


Initial Sample Post:It was nearly sunset and as usual, Valtyra Shunso was sitting with her back to a large Oak tree, her nose in a tome she had purchased. It was a book on the history of Absalom and she had been reading for several hours. It was her stomach that finally got her attention.

"Did I have lunch?" She said aloud to no one. The answer was no as the Cleric realized she was famished. Marking her place in the book Val stood and looked around. The day was clear and warm with the tall oak providing her shade. Walking the short distance home she waved to her father as she passed him. That man is always working on something she thought to herself.

Inside her abode Val took some cheese, bread and an apple before going to her room. She ate the food greedily before sitting sown on the floor to do her evening meditations. With eyes closed she contemplated her life and relaxed her entire body, opening her minds eye. Her only desire was to obliterate evil and as she contemplated the thought Val heard a deep, boding voice.

“Then you shall”

Valtyra felt an energy flow through her body, an experience she had never had before. Startled she opened her eys and...

“What? Where am I” she said with fear in her voice. Her home was gone, as was the grass, the tress and, well everything! The mature woman stood and looked around at the barren landscape that encircled her. Having no idea what had happened, Val closed and opened her eyes a few times. Was this real? Had she fallen asleep and was dreaming? Taking a dagger that she kept with her, the woman stabbed her own arm.

“Ouch! OK, I am not dreaming” she said aloud as a drop of blood formed. Not knowing what else to do, Val began to evaluate her circumstance. She needed to find out where she was, to find water, food and shelter. Pushing her emotions aside the Aasimar focused on her training and survival skills as she began to walk towards the unknown.
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Last edited by Digorig; Jan 4th, 2016 at 05:10 PM.
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Old Jan 2nd, 2016, 05:10 AM
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Ephram Du'chaine
"Reformed" Half-Breed Ne'er-Do-Well
Student of the Code

 

ApplicationRace: Half-Elf
Class: Rogue / Cavalier (Order Undecided) [Emissary]
Alignment: Neutral Good
Region of Origin: Golarion, Galt. The revolution will not be televised.
Why Me?: As the duplicitous scoundrel trying to cleave to the straight and narrow, Ephram is exactly the kind of idiot that some unfathomable evil force could enjoy messing with. How many times can he give in to temptation and backslide to his former ways before there is no recovery?
10-Minute BackgroundStep 1: Concepts
Look & Act: Coarse blonde hair, more hay than gold, came from his mother, as did his rabbit-quick temper. Soft features and a tapered chin came from his father, as did years of bruises and the 'fight through it' attitude. The product of two half elves, he favors the human in his blood more than the other. In truth, the slight taper of his ears and depth of the blue in his eyes is all that really identifies his mixed blood on a cursory inspection. He was always slight of figure but his physical training has packed toned muscle on, as has the transition from boy to man. His mentor imparted to him the value of appearance and as such he takes the condition of his clothing and accoutrements seriously. He'd sooner don a pristine set of leather armor than a dented set of scale, his interest in appearance rivaling if not trumping his need for protection.

Youthful and eager, Ephram brings a certain exuberance to everything he does. With this comes a certain impatience, a desire for immediate gratification. This has made the last couple years of daily training feel like an eternity. This 'leap before you look' mentality has gotten him into trouble in the past, and will most assuredly do so again in the future. However, when actions is needed and others fall back on caution Ephram can provide exactly the impetus they need to see a plan through. He respect the poor, having been one of them, and makes an effort to give deference to those who bear noble title despite his natural inclination to distrust them. Don't mistake him for a beacon of justice and light, however. He is in it for himself first and the rest of the world a distant second. If a chance for glory and wealth happens to coincide with the goals of others, he'll gladly go along. If they conflict...well, that will make for an interesting day.
  • Ephram grew up in Galt in the wake of the forever-revolution and accordingly has a serious distrust of authority.
  • His father and brother were both physically and emotionally abusive in an effort to keep him in line.
  • Hadlin's training has set him on a path that values character but he still struggles against those old dishonest urges.
  • Despite his mentor's emphasis on faith, Ephram continues to deny worship to god or devil alike.
  • While he's spent years training as Hadlin's squire, he has yet to meet an enemy in battle outside of the tournament circle.

Step 2: Goals
  • Ephram is eager to prove himself, primarily to himself, and is looking for an opportunity to overcome a significant adversary using honest combat. This goal is likely to be complicated by his instinct toward opportunism and taking the easy way out.
  • I would like to play up the dichotomy of who Ephram is and who he wants to be through difficult moral dilemmas and complicated choices.

Step 3: Secrets
  • Ephram keeps a lock of blonde hair on his person, braided in a red ribbon. It qualifies as his most prized, and creepy, posession. He recieved it as a gift from Gloria, the girl his father kidnapped during their desperate attempt at escape. During the two nights they spent holding up in the warehouse the two children spoke at length, always when his father and brother were otherwise occupied. It is a constant reminder of the dangers that come from living a dishonest life, and the mistakes he has made in the past.
  • Hadlin is not so upright as he seems. While most of what Ephram knows about the man is true, the source of his martial training is not. Hadlin Austerius, formerly Gregor "The Lash" Lorimer, was trained from youth as a Hellknight. In his younger days he claimed responsibility for numerous acts of brutality in the name of Cheliaxian justice. When it all became too much, he fled Cheliax and went into hiding in Galt, where his biography below picks up. It is because of this that he saw a kindred spirit in Ephram and took him as a squire. Unforunately, the world does not forget so easily and the enemies Hadlin has made are sure to come knocking in time.

Step 4: People
  • Hadlin Austerius (Knight Mentor) Adoptive father and knight errant who saved Ephram from vigilante justice and took him into service. Still fit despite his advanced age, Hadlin lost his own family to the bloody revolutions in Galt and dedicated himself to saving others from a similar fate. His noble bearing inspires the young knave but they often disagree about means and ends.
  • Anna Loria (Peasant Herbalist) The first face Ephram came across after crossing over, Anna was a fortunate find. Friendly, kind and a skilled herbal healer, she was able to brief him on his new surroundings and provide him a place to get his bearings. He has grown protective of Anna and the people of her small village, feeling indebted to them for their assistance, and will quickly come to their aid if they ask.
  • The Revenant (Mysterious Rival) Ephram isn't entirely sure who this person is. A masked rider who has appeared several times during his training, twice to humiliate him in a tourney and once to beat him bloody outside a tavern in Edme. He doesn't speak, never justifies his cruelty, but there is something about those eyes that Ephram finds familiar. While the half-elf would claim to love an opportunity to put down his personal spectre, he secretly hopes his abduction to this strange land has put impossible distance between them.

Step 5: Quirks
  • Because of his difficult upbringing, Ephram is saddled with trust issues that often present themselves as dismissive and sarcastic commentary.
  • When he was young, Ephram was amazed by a traveling charlatan who conjured an animal out of thin air. This grew into a fascination with all things related to summoning magics.
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Old Jan 2nd, 2016, 06:14 AM
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Hey, I know that handsome fella.

I'm going to look into this one. Maybe. Sort of. Yes.
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Old Jan 2nd, 2016, 10:29 AM
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Originally Posted by Sassafrass View Post
Hey, I know that handsome fella.

I'm going to look into this one. Maybe. Sort of. Yes.
Hey, I know PCB is here, but he probably gets that everywhere he goes!

Great to see you and PCB! Appreciate you looking into this project and can't wait to see what you got because I know it will be epic!

Anyhoo, got my first question regarding mounts and it is a good one. I answered it and put it into the Q&A section that I added to the initial ad post.

Onward!

Cheers, Xian
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Old Jan 2nd, 2016, 03:41 PM
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It seems that I need to put down a placeholder here somewhere.....


What level are you aiming at?
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Old Jan 2nd, 2016, 08:19 PM
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Originally Posted by Xian View Post
Place of Origin:If born in the Forsaken Plane, simply state Forsaken Plane - equivalent Golarian location. If from external to the Forsaken Plane then state indicate where in Golarian they were taken from.
Please clarify for my poor brain: Is the Forsaken Plane Golarian in terms of the map, locations, etc? Or is Golarian the "world" (Prime Material plane) and the Forsaken Plane elsewhere?

Already asked but starting level? Goal level for game?

Thank you,

D.
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Old Jan 2nd, 2016, 11:13 PM
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Application
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Akadis Stormhal
Here in this realm, the worth of your soul cannot be measured - it is the only warmth in the cold of the Mists, the only light in the shadow cast by the Powers and the only freedom in the prison wrought for the Darklords. There is only one thing that could ever be worth the cost of a soul. If I can have that thing, then I won't need my soul, because I will be beyond their reach.

The price of my soul is to escape.
Race: Human
Class Sorcerer (Sage Bloodline with Tattooed Sorcerer Archetype)
Origin: Forsaken Plane - Ustalav

Why he was noticed
Akadis is a child of the Forsaken Plane. Living closer to Tar-Baphon's prison in Gallowspire than any sane person probably should and unknowing heritor of the deep-rooted Varisian tradition of mysticism, he was an abandoned tool waiting to be shaped and used. He is deeply connected to the forces that move the Plane through his intuitive magic, and has the potential to be one of its darkest villains, if he falls prey to the despair and corruption that haunt him in his nightmares. Or one of its greatest heroes, since he knows with an unwavering certainty in the depths of his soul what price he will pay otherwise.


Personality/Appearance
  • Akadis looks bleached of colour. His hair is almost white, his eyes are pale blue and his skin is a slightly greyish, pallid olive, covered in freckles wherever the sun has touched it in the few months since he left Stormhal.
  • He is slim and on the short side - like someone who didn't get enough food as a child. If you look past the pallor, his features are distinctly Varisian.
  • He dresses warmly, in a combination of fine but threadbare and slightly moth-eaten clothes and frayed scraps of upholstery scavenged from Stormhal manor. He supplements this with pouches, leather straps, metal buckles and a pair of smoked goggles.
  • Isolated and strange, with an equally strange bird on his shoulder, Akadis comes of as... creepy (to put it mildly). He's scholarly, intense and socially awkward, but unflappably confident in spite of it. He watches his surroundings intently through his pale eyes.
  • Also, like any sensible inhabitant of a plane twisted by dark and unknowable forces, he lays claim to a healthy, reasonable amount of superstition.
  • Alignment: Neutral (with Chaotic and Good tendencies).
    • Growing up alone, Akadis missed out on the social education of etiquette and morality most children get, and largely bases his morality off instinct, and the occasional philosophical parable he dredged up.
    • He chafes at the unnecessary rules and restrictions that bound society, but not enough to flout them without reason.
    • The human instinct is selfishness, and without a social structure to teach him otherwise, selfishness is Akadis' first instinct. However, when it is a choice between two options that benefit him equally, he prefers to do the more altruistic thing.
    • When it comes to the big questions of spiritual corruption, eternal damnation and the Elder Evils, Akadis is firmly 'Anti-Evil'. He has done his research, and none of the outcomes of allying with such things are pleasant, or worth the cost of his soul and identity (for now).

Concept Elements
  • The taint in Vyrlich provided a foothold for other corruptions, and much of Ustalav is slowly being abandoned.
  • Akadis made a home of sorts in the abandoned manor of Stormhal near the border of Vyrlich, a gothic ruin filled with decaying libraries, crumbling architecture, secrets and traps.
  • Akadis grew up scavenging from the ruins of Stormhal manor, alone and wandering through the ancient libraries, studying magic, ancient lore and all manner of things and developing an ad hoc, intuitive grasp of magic.
  • Akadis has always had strange dreams, but a year ago, the whispers started while he was awake. A season ago, Akadis fled south... the whispers followed. They twist his dreams with creatures and tableaux from the histories and legends he read.
  • He has spent the last two months in [starting town], working for an innkeeper in exchange for room and board, running errands and Mending broken crockery.

Goals
  • Akadis just wants to leave. He deeply believes that he is doomed to fall into the corruption and despair that warps so many of the Plane's magically gifted, so when he first meets Outlanders claiming to be from less blighted realms beyond the Mists, he sees it as his only chance to escape that fate. It is a desperate hope and he is not entirely sure he even believes that other planes exist, but it is his only hope, and he would be willing to do anything to pursue it.
  • I want to see the game through to that World Changing level 20 stuff. (I get my characters through the horror by giving them one point of hope, and running out of campaign before they have the chance to try and realise that hope is really dissatisfying - I'm fine if they die, or go mad or whatever along the way, so long as they get a conclusion.)

Secrets
  • Strange black tattoos mark much of Akadis' upper back. Disturbing and undeniably eldritch in origin, he keeps them hidden, but the markings are spreading. Each time he masters a new layer of magic, another begins forming on his skin, interlocking with those that are already there - each one offering new spells or knowledge and glowing with cold white light when he draws on them.
  • Belloxophon brought the whispers. Its motivations are inscrutable - whether it serves the sleeping essences of the Elder Evils, or it is pushing Akadis to free the plane from their influence, both or neither. Whatever it's intentions, it is pushing Akadis to get stronger, and as he does, so does it.

Connections
  • Belloxophon (Familiar with the Sage archetype; Thrush evolving into Nosoi Psychopomp): Belloxophon was the first person Akadis spoke to in years since arriving at Stormhal, and the only person he spoke to for years after, so it has had an understandably significant influence on his life. It showed up unannounced at dusk years ago. The unassuming brown thrush has dead, black eyes, a quiet, flat voice, knows things it seems it could not possibly know and speaks a language never designed for human mouths. It calls Akadis Khazinou, an Abyssal term that means something like Servant, something like Tool, and almost like Apprentice.
  • Adlucinor: The major figure in Akadis' dreams, and the voice of the whispers. When Akadis sleeps, Adlucinor often appears as a distant silhuoette, watching the nightmare scenery, or as a hand on his shoulder and a voice in his ear, explaining the connections and whispering the secrets of the long dead or imaginary inhabitants of Akadis' dreams. He may be an avatar of Tar-Baphon, or the ghost of an ancestor who fought to imprison all the evils on this plane. Or he may be both and neither.
  • Martin Valborg: The innkeeper Akadis works for. He is a large man in his early thirties with well-groomed black hair and impressively muscled arms. Made grim and reserved by the circumstances of the world, at his heart, he is a fundamentally good and generous person.

Quirks
  • Akadis doesn't remember much of his early childhood - his earliest memories are of being eight or nine, hungry and alone.
  • When he interacts with others, he comes off as unexpectedly distracted compared to the intense focus he gives to his environment. He often mumbles or drifts off onto tangents as Belloxophon whispers in his ear, but when despite that, he's strangely compelling - he's so strange himself, that it almost makes any strange tales he comes up with sound believable by comparison.
  • He doesn't like to sleep in the dark - he has an Ioun Torch that he holds when he sleeps.
  • Vadrian is deeply superstitious (as any reasonable inhabitant of the Forsaken Plane should be). He views Belloxophon's presence and the tattoos on his back as signs that the Dark Powers have marked him as corrupt, and that the only reason he retains his soul and freedom is because it serves some deeper, darker, purpose they have for them - or that it amuses them to toy with him.

 


Last edited by Ratpigeon; Jan 15th, 2016 at 09:04 AM.
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Old Jan 2nd, 2016, 11:15 PM
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Quote:
Originally Posted by Cedric View Post
What level are you aiming at?
Great to see you Cedric!

Great question and makes me wonder how I missed this in the campaign information. The starting level for this game will be 3rd level. Now the framework I have set up has a path all the way to level 20 (or more) when the characters face off against one or more of the Elder Evils at the end of the campaign.

Quote:
Originally Posted by Digorig
Please clarify for my poor brain: Is the Forsaken Plane Golarian in terms of the map, locations, etc? Or is Golarian the "world" (Prime Material plane) and the Forsaken Plane elsewhere?
Digs, it is not your poor brain but my addled grammar... I am working on making the "new" names for the Forsaken Planes locations, but in terms of map, locations, geography, and general culture it will be a mirror of Golarian. I will looking and working on adding some plane specific flavor before I go hot with the game, but for the purposes of the application just list if you are from the Forsaken Plane just list your location as such:

Forsaken Plane (Golarian location)

If you are from elsewhere then just list the location, even if your character is coming from someplace even more exotic, like Faerun, Krynn, or Eberron.

I will update all of this in the application thread as well! Appreciate the interest and the great questions! I guess I haven't complete shed my newbie DM status yet!

Cheers, Xian
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Last edited by Xian; Jan 2nd, 2016 at 11:17 PM.
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Old Jan 2nd, 2016, 11:26 PM
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Quote:
Originally Posted by Ratpigeon View Post
Are we using Background Skills and Traits?
I have read about the concept of background skills and traits and I like the intent behind them to flesh out the character. However, I am not familiar with the rules governing them. Having said that, assume that we will use them and I will make a final determination once I research it.

Quote:
What is the starting level (Assume lv 1, but want to make sure)
See above post, but the starting level will 3 with a path to reach level 20.

Quote:
Is there anything specifically not available - psionics, Rapid Metamagic feat etc?
Generally, if it is Paizo, then assume it is approved for use. ANY third party will be considered on a case by case basis. As I stated in my advertisement, the approval will be generally based on the role play value more so than mechanical, so feel free to ask.

Quote:
Improved Familiar gives you a free familiar upgrade when you take the feat (you don't have to wait a week or spend money), can I use it to evolve my familiar instead of getting a new one? (Greensting Scorpion to Faerie Dragon)
Absolutely. As long as you role play it in a effective manner, I am open to pretty much anything in terms of adjudicating rule play.

Thanks for the great questions! I will add these to the growing collection at the top. Onward!

Cheers, Xian
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Old Jan 3rd, 2016, 12:01 AM
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So. Xian. You said a couple things there that made me go all "HMMMMMMMMMMMMM".

Quote:
"If you are from elsewhere then just list the location, even if your character is coming from someplace even more exotic, like Faerun, Krynn, or Eberron."
As you may recall, I do have a Shifter sitting around that I've been eager to get into play for a while now...
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Old Jan 3rd, 2016, 12:15 AM
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Originally Posted by GeoAvanti View Post
So. Xian. You said a couple things there that made me go all "HMMMMMMMMMMMMM".

As you may recall, I do have a Shifter sitting around that I've been eager to get into play for a while now...
Geo,

Good to see you and yes I recall the character from our journey to Eberron that never got a chance to start. I also did note, just because I let you come from that realm (Eberron) that not mean that all of the races and things from that realm are available.

This is more for flavor than anything else. If you want to reimagine him into terms of pure Paizo - there are several barbarian archetypes and other things that would be suitable - then have at it!

Cheers, Xian
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Old Jan 3rd, 2016, 10:13 PM
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Looks like fun, Xian!

The force is strong with this one.

I'll mull it over and see if something strike me as - OWE!
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